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Calm Mind recover for defensive power on special side, while reflect covers physical side. Psychic to inflict damage and prevent you from becoming taunt bait. Taunt Tyranitar (or other darks with taunt) still walk all over this though.

Counters: Tyranitar fears Energy Ball and Hidden power, but is otherwise pretty safe and can use Crunch or Pursuit to destroy this crazy thing. Heatran resists everything it has apart from hidden power and is hit neutrally with Thunderbolt. Metagross is pretty much immune to Psychic attacks and can pursuit it down or hit it with Meteor Mash.

It is a bit more bulky than Alakazam or Gengar, and it gets Thunderbolt and Analytic that Alakazam doesn't get, but it lacks the important Focus Blast that pokémon like Gengar and Alakazam get to cover Steels and Darks, and while it is more bulky than those two, it isn't a mountain. If it uses Analytic, it has to take a hit every time it attacks and that slow speed is still hindering in a hard-hitting environment.

Master balls are the cheapest thing ever invented. It's more fun catching everything with balls that can fail. 'caught Latios in the wild without master ball ftw'

Calm Mind recover for defensive power on special side, while reflect covers physical side. Psychic to inflict damage and prevent you from becoming taunt bait. Taunt Tyranitar (or other darks with taunt) still walk all over this though.

Counters: Tyranitar fears Energy Ball and Hidden power, but is otherwise pretty safe and can use Crunch or Pursuit to destroy this crazy thing. Heatran resists everything it has apart from hidden power and is hit neutrally with Thunderbolt. Metagross is pretty much immune to Psychic attacks and can pursuit it down or hit it with Meteor Mash.

It is a bit more bulky than Alakazam or Gengar, and it gets Thunderbolt and Analytic that Alakazam doesn't get, but it lacks the important Focus Blast that pokémon like Gengar and Alakazam get to cover Steels and Darks, and while it is more bulky than those two, it isn't a mountain. If it uses Analytic, it has to take a hit every time it attacks and that slow speed is still hindering in a hard-hitting environment.

Pretty obvious. It's like a Reuniclus except less bulkier.. but a stronger boost move. Max HP is best here in case you need to go for extra Trick Rooms and for survivability. Nasty Plot brings your stellar attack to toppling levels, and Trick Room means you won't have to worry about that terrible speed. There's your Psychic STAB, Psychic is stronger, but Psyshock hits things like Virizion and Blissey harder. Hidden Power [Fighting] hits Darks and Steels.

Thunder Wave cripples fast opponents. Toxic breaks down walls. Reflect and Light Screen can turn you into a double screener. Disable.. Beheeyem's a bit slow to use it, but otherwise, that's all he gets as support. Recover heals you, which is always nice, and Psychic / Thunderbolt is so you're not Taunt bait. The EVs and nature max out your HP and even both your defenses to 249 each.

Takes advantage of Beheeyem's high Special Attack and ability to learn Nasty Plot. Nasty Plot for the Special Attack boost, then sweep away. Psychic and Psyshock are for STAB, and you can pick whichever one you need, based on whether your problems lay in special walls or Conkeldurr. Hidden Power (Fighting) and Shadow Ball are for the additional unresisted coverage. The item is Leftovers. Beheeyem has pretty OK defenses, and due to its low Speed, it'll be taking its fair share of hits.

As for the ability, any one of them would work, depending on your situation. If you plan to use Beheeyem in a double or triple battle, Telepathy is your friend. If you fear status that much, go with Synchronize. Analytic is a fantastic ability for Beheeyem, but its effectiveness is hampered slightly by the fact that Beheeyem can't actually HAVE the ability just yet.

Takes full advantage of the slight amount of bulk a Beheeyem boasts. The nature and EVs maximize Special Defense and HP, while Barrier builds up that Defense. Recover does what it does best, restoring Beheeyem's HP. Shadow Ball and Hidden Power Fighting provide unresisted coverage together, and prevent Beheeyem from becoming total Taunt bait. Leftovers usage is obvious.

Again, any ability works here. Telepathy works if this Beheeyem is intended for double or triple battles. Synchronize makes foes think twice about trying to cripple Beheeyem with status. Analytic, while not yet released, puts some power behind those attacks.

Hear me out on this one. Works like the last defensive Beheeyem, but with a slight twist. When your opponent sends in a physical attacker, your means of physical defense will not be raising Beheeyem's Defense, but rather lowering the enemy's Attack by averaging it with Beheeyem's sub-par Attack. Hence the Calm nature. Once that's done, Beheeyem will probably have an actually worthwhile Attack stat, and thus be able to take advantage of its limited physical movepool. And when I say limited, I mean that its only other physical options are Return, Frustration, Thief, Giga Impact, Rock Tomb, and Astonish. Again, Leftovers usage is obvious. And again, any ability works here, based on your team's needs.

Trick Room makes Beheeyem's agonizingly low Speed into a selling point, practically ensuring that for the next five turns, it WILL go first. Add its beautiful base 125 Special Attack into the mix and... Ouch. I do NOT want to be on the recieving end of this Beheeyem. Psychic and Psyshock are STAB moves, while Shadow Ball and Hidden Power (Fighting) give the usual unresisted coverage. Life Orb helps Beheeyem put a little extra "oomph" into its attacks. Now, unlike the previous sets, Analytic WON'T work here. Analytic relies on Beheeyem moving last, which is exactly the opposite of what this set is for.

Designed to help pokemon crippled by their abilities in double and triple battles
trick room for slower teams, thunder wave for status support
attacks to avoid being taunt bait (no psyshock because slaking, it's ideal partner, would rip blissey/chansey/ other special walls to pieces) and telekinesis to help pokemon w/ moves w/ bad accuracy.

OverviewTelepathy:In doubles and triple battles when your team-mates hit you it won't work.You that have many double or triple battles and your never gonna hit your Beheeyem right?Synchronize:When your burned, paralyzed, and poisoned the opponent does too.
Anyway you'll have to be lucky for that.Analytic:Increases power 30% when last pokemon.Your might excited to use Beheeyem anyway.But don't stick with that situation.

A trick I used for Chandelure but some other few edits are attached.Reflect is for the weak defense but if they use an attack on you Rocky Helmet is useful and Light Clay helps for more turns for Reflect.Psychic and Psyshock is some originally basic STAB moves.Thunderbolt for to paralyze and damage that makes Beheeyem attack first.Charge Beam does damage and charging you Special Attack for ridiculous Special Attack.Thunder Wave is to paralyze making Beheeyem attack first.Energy Ball has more damage then Charge Beam and it lowers the opponent's Special Defense.Toxic poisons your opponent but don't use when you have Thunderbolt or Thunder Wave.Shadow Ball does damage to the Ghost-Types.Hidden Power[Fighting] is a counter to Dark-Types.Facade is meant to double damage for the Flame Orb and Life Orb helps for additional damage.

This moveset cost's HP for Life Orb but your Special Attack goes up.Rocky Helmet helps defense.Nasty Plot sharply raises your brilliant Special Attack.Energy Ball does damage and lowers your opponent's Special Defense.Charge Beam charges up Special but lower damage then Energy Ball.Thunderbolt is a powerful move that probably paralyzes your opponent.Calm Mind boosts both of your Specials.Psychic and Psyshock are both good STAB moves.Hyper Beam is your cost for Normal Gem to defeat most opponents.Recover for the fact of bad defense.Imprison will do good at Psychic-Types.Double Team makes support for the weak defense.Shadow Ball is helpful for Ghost and Psychic-Types.Hidden Power[Fighting] defeats Dark-Types like Weavile.Attract is supporting defense.Embargo are traps and support defeating opponents.

Partners for Beheeyem
The best partner I think is Dark, Bug, and Ghost-Types.It helps to kill most opponents.

Countering Beeheyem
These are good counters:Dark, Bug, and Ghost-Types.They do super effective plus faster.

Last edited by KrookodilePwner; 22nd May 2011 at 1:23 PM.
Reason: Forgot natures and -.

Pre-Evolution Corner
Elgyem is my favorite Pokemon so I gotta do a Pre-evolution corner for it.
Well, unlike Beheyem, this thing can special wall with the eviolite. Outside of that, really, there's not much it can do considering Beheeyem has much better stats.

Heal Block is to prevent Leftovers and stuff... Reflect to help teammates and itself. Now, if I'm not wrong, Simple Beam!! You can use it on a teammate (like Scizor and double the effect of Swords Dance) or you can use it on foe and the then use another pkmn to Captivate/ Scare Face/ Metal Sound it to death! Trick room for the obvious... and Psychic to prevent taunt!

I don't use "uber" Pokemon, I don't calculate stat values, I don't use cheating devices, I don't breed my way to perfection, and I don't care about natures. I catch my Pokemon the way they are, and treat them like individuals instead of brainless drones. If you use this philosophy, copy & paste this into your signature. (Started by Tyranitar)

This set is simple, having only two words describe it. They are taunt bait. Basically, even though no one would ever think of using this thing in a Tripple Battle as Psychic support when there's Uxie, Cresselia, and even Reuniclus, it can set up Dual Screens. On top of that, it can Ally Switch to another teammate to help them out or get rid of a threat. Saftguard protects the party from status, which is always nice.

Other Options: Any of these moves could be replaced with Recover to increase its time alive.

This moveset cost's HP for Life Orb but your Special Attack goes up.Rocky Helmet helps defense.Nasty Plot sharply raises your brilliant Special Attack.Energy Ball does damage and lowers your opponent's Special Defense.Charge Beam charges up Special but lower damage then Energy Ball.Thunderbolt is a powerful move that probably paralyzes your opponent.Calm Mind boosts both of your Specials.Psychic and Psyshock are both good STAB moves.Hyper Beam is your cost for Normal Gem to defeat most opponents.Recover for the fact of bad defense.Imprison will do good at Psychic-Types.Double Team makes support for the weak defense.Shadow Ball is helpful for Ghost and Psychic-Types.Hidden Power[Fighting] defeats Dark-Types like Weavile.Attract is supporting defense.Embargo are traps and support defeating opponents.

Eh..
Never use Hyper Beam. It's too much of a waste. Why would you want a sacrifice a great Pokemon like Beheeyem? And if you do KO with Hyper Beam, the opponent could switch in something and set up, dooming your entire team. Double Team is banned anyway due to Evasion Clause. Duh. Imprison isn't good because, who would bother to use a Psychic type move on Beheeyem anyway?

Usually I'd write a whole thing with a few sets, but I woke up later today and pretty much every critical set that works for this guy is up. I like almost all of this gen's Psychic types, so this was a nice one. I'll put some counters up there though, since we have less of those.

Countering Beheeyem

When it comes to countering Beheeyem, you have to keep in mind that most sets are going to run at least Nasty Plot in terms of non-attacking moves, and other moves like Dual Screens and status support are possible, as well as Trick Room. That said, Taunt is a great start for countering, and even slower carriers of the move can pull it off here. Bisharp and Absol can both down it one hit with their Sucker Punches, so on the offensive front, they're the best options. Not even HP Fighting can stop them due to priority, which still works against the Trick Room variants. If you want some variety to spice up the list, Umbreon just sets up Curses on Beheeyem like crazy. Really, not a lot of variants will run HP Fighting, so most Dark Types are safe on this one. Next up, Bug types. Escavalier ruins the Trick Room variants in particular, but can just as easily take down the other sets. Avoiding the Bug/Poisons is rather critical, unless you want to run with Venomoth, and put it to sleep and stock up Quiver Dances on it. Same for Masquerain. Spiritomb and Sableye make great choices thanks to their fantastic typing, and Sableye carries priority Taunt to use on it. Those are the typical routes due to type advantages, now here are the more interesting options: Espeon, Reuniclus, Gallade, Zangoose, Drapion, Kingler, Rapidash, Sawsbuck, Physical Samurott, Excadrill, Toxicroak, and Leafeon. I know that looks pretty wild, but all of them either have an outright or niche advantage. Toxicroak can bait a Psychic and take it down with Sucker Punch, Reuiniclus is faster in Trick Room, and the rest of them either have a Bug, Ghost or Dark move. I know that's not much more variation, but they're interesting options. Now to break the list down even more, Bulky Waters and Grass types. Milotic, Gastrodon, Vaporeon, Meganium... take out pictures of pokemon, tape them to a dart board and go nuts. Anything you hit can probably wall it. Beheeyem is more likely to run Thunderbolt than Energy Ball by the way, so Grass types and Water/Grounds make better choices.

Etc. No really, what the hell.
You can abuse Simple Beam in doubles, even if Beheeyem can't take Surfs, Rock Slides, Heat Waves, Earthquakes, Blizzards, or anything. Go wild. Trick Room then Simple Beam your Scizor Teammate who will SD and ruin your opponents. +4 Attack and a pretty awesome speed = cool. Or you could be random and have two Beheeyems Simple Beam each other and Nasty Plot for the +4.

Beheeyem, the Extra-Terrestrial. An obvious moveset is Nasty Plot+Analytic, with a few Special moves.

Just curious, but if you used Wonder Room, then Calm Mind, the SpD boosts would boost the stat that it supposed to be Def. So would those boosts transfer over to Def when Wonder Room ended? Or would it stick with SpD? That might help a defensive set, I guess.

All your Kirby are belong to us! (>' . ')> (>' . ')>(>' . ')> (b^-^)b

I am proud to present my first wild shiny since the 3rd Generation, Magikarp!
...We all got to start somewhere, right?

Hmm. Interesting Pokemon, on the side that it looks like a mix between a video game controller, a human, and floating clay pottery. Here's my set.

Need to Speed @ Quick Claw
4 HP 4 Spec. Defense 4 Defense
Synchronize

Recover
Trick room
Psychic
Rock slide

Trick Room to move first because of its lacking speed.Recover Is your best bet for healing and because of low speed, you won't get to do it without trick room.Psychic for STABRock Slide because it can learn it and to mix it up.

HP for extra bulkiness, and the defenses are already good, so why not make them better?

Synchronize to get a hax without using a move. The opponent will help you.

PARTNERS:
Surprisingly, Escavalier especially. My grandpa moves faster than him.
With trick room, He can take out dark types that ruin Beheeyem.
Fire types for bug types, and fighting for darks.
Basically, anything slow that takes out most Pokemon.

Overall, this move set is good for Beheeyem so he can actually get some speed.

Thanks to Analytic, Beeheyem hets an attack boost if it moves last, so Relaxed with 0 Spe IVs is used. The purpose of the set is that the bulk is used for Beeheyem to survive an initial hit so it can fire off an Analytic boosted one. Once it gets up a few Calm Minds, it can take hits from both sides of the spectrum fairly well, and Recover when needed. Psychic and Psyshock are for STAB, and can potentially 2HKO anything that doesn't resist it after a few CM's and an Analytic boost. Hidden Power Fighting hits Dark and Steel types who resist you. Shadow Ball can be used to give Beeheyem perfect coverage, but it loses out on STAB.